Porcupine Grenade-
This grenade blasts forth with long quills in all directions when it explodes. Anyone cought in the area taks 11S ranged damage, though ballistic armor applies.
Instaboom-
This grenade doesn't cook- it reacts to impact, so it explodes immediately upon landing. However, the thrower must succeed at a thrown weapons (6) test just to make sure it doesn't explode during the throw. Cost: 2x standard grenade.
Latcher-
This grenade has a sticky substance that causes it to never scatter- it sticks on people, walls, ceilings, cars, etc and explodes normally. It cannot be quick-drawn however, since it must be taken out of it's protective coating for the sticky surface to be apparant. A str (4) check can pick up the grenade, but it can't be thrown, but you can run out with it (or something it's stuck to) if you're quick enough. Cost: 2x standard grenade.
EMP-
This grenade explodes with an electromagnetic pulse that attempts to disable electronic devices in the area. When it explodes, all electronic devices within 10 meters must make an opposed test using their rating against the rating of the EMP grenade. Each net success on the part of the grenade disables the device for 1 minute. Cyberware is unaffected.
Shrieker-
This grenade detonated with a large shriek. Glass objects must make a body (6) test or shatter, and the sound can be heard from far away. Smoke grenades thrown in this way continue to shriek as the smoke comes out, obscuring hearing tests.
Inker-
This grenade explodes with ink, paint, or some other colored fluid. This can be done to vandalize (as it renders computer screens mostly illegible) but it can also foil rutheneum and other stealthy colored outfits, or aid in chase scenes (Target is purple, repeat purple!). The ink is almost always a day long procedure to completely rub off, and might be ultraviolet, so it's viewable only to special visions.
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